208 lines
6.6 KiB
C++
208 lines
6.6 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Definition of a helper class that processes texture transformations */
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#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
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#define AI_TEXTURE_TRANSFORM_H_INCLUDED
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#include "BaseImporter.h"
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#include "../include/aiTypes.h"
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#include "../include/aiMaterial.h"
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#include "../include/aiMesh.h"
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struct aiNode;
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#include "3DSHelper.h"
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namespace Assimp
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{
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using namespace Assimp::D3DS;
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// ---------------------------------------------------------------------------
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/** Helper class representing texture coordinate transformations
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*/
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struct STransformVecInfo
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{
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//! Construction. The resulting matrix is the identity
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STransformVecInfo ()
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:
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fScaleU(1.0f),fScaleV(1.0f),
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fOffsetU(0.0f),fOffsetV(0.0f),
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fRotation(0.0f),
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iUVIndex(0)
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{}
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//! Texture coordinate scaling in the x-direction
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float fScaleU;
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//! Texture coordinate scaling in the y-direction
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float fScaleV;
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//! Texture coordinate offset in the x-direction
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float fOffsetU;
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//! Texture coordinate offset in the y-direction
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float fOffsetV;
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//! Texture coordinate rotation, clockwise, in radians
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float fRotation;
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//! Source texture coordinate index
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unsigned int iUVIndex;
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//! List of all textures that use this texture
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//! coordinate transformations
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std::vector<D3DS::Texture*> pcTextures;
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// -------------------------------------------------------------------
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/** Returns whether this is an untransformed texture coordinate set
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*/
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inline bool IsUntransformed() const
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{
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return 1.0f == fScaleU && 1.0f == fScaleV &&
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!fOffsetU && !fOffsetV && !fRotation;
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}
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// -------------------------------------------------------------------
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/** Build a 3x3 matrix from the transformations
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*/
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inline void GetMatrix(aiMatrix3x3& mOut)
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{
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mOut = aiMatrix3x3();
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if (1.0f != this->fScaleU || 1.0f != this->fScaleV)
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{
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aiMatrix3x3 mScale;
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mScale.a1 = this->fScaleU;
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mScale.b2 = this->fScaleV;
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mOut = mScale;
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}
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if (this->fRotation)
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{
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aiMatrix3x3 mRot;
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mRot.a1 = mRot.b2 = cosf(this->fRotation);
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mRot.a2 = mRot.b1 = sinf(this->fRotation);
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mRot.a2 = -mRot.a2;
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mOut *= mRot;
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}
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if (this->fOffsetU || this->fOffsetV)
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{
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aiMatrix3x3 mTrans;
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mTrans.a3 = this->fOffsetU;
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mTrans.b3 = this->fOffsetV;
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mOut *= mTrans;
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}
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}
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};
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// ---------------------------------------------------------------------------
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/** Helper class used by the ASE/ASK and 3DS loaders to handle texture
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* coordinate transformations correctly (such as offsets, scaling)
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*/
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class ASSIMP_API TextureTransform
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{
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//! Constructor, it is not possible to create instances of this class
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TextureTransform() {}
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public:
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// -------------------------------------------------------------------
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/** Returns true if a texture requires UV transformations
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* \param rcIn Input texture
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*/
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inline static bool HasUVTransform(
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const D3DS::Texture& rcIn)
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{
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return (rcIn.mOffsetU || rcIn.mOffsetV ||
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1.0f != rcIn.mScaleU || 1.0f != rcIn.mScaleV || rcIn.mRotation);
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}
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// -------------------------------------------------------------------
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/** Must be called before HasUVTransform(rcIn) is called
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* \param rcIn Input texture
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*/
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static void PreProcessUVTransform(
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D3DS::Texture& rcIn);
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// -------------------------------------------------------------------
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/** Check whether the texture coordinate transformation of
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* a texture is already contained in a given list
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* \param rasVec List of transformations
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* \param pcTex Pointer to the texture
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*/
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static void AddToList(std::vector<STransformVecInfo>& rasVec,
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D3DS::Texture* pcTex);
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// -------------------------------------------------------------------
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/** Get a full list of all texture coordinate offsets required
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* for a material
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* \param materials List of materials to be processed
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*/
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static void ApplyScaleNOffset(std::vector<D3DS::Material>& materials);
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// -------------------------------------------------------------------
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/** Get a full list of all texture coordinate offsets required
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* for a material
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* \param material Material to be processed
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*/
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static void ApplyScaleNOffset(D3DS::Material& material);
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// -------------------------------------------------------------------
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/** Precompute as many texture coordinate transformations as possible
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* \param pcMesh Mesh containing the texture coordinate data
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* \param pcSrc Input material. Must have been passed to
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* ApplyScaleNOffset
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*/
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static void BakeScaleNOffset(aiMesh* pcMesh, D3DS::Material* pcSrc);
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// -------------------------------------------------------------------
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/** Setup the correct UV source for a material
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* \param pcMat Final material to be changed
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* \param pcMatIn Input material, unconverted
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*/
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static void SetupMatUVSrc (aiMaterial* pcMat,
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const D3DS::Material* pcMatIn);
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};
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}
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#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED
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